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  #11  
Old November 30th, 2007, 06:09 AM

Digress Digress is offline
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Default Re: Mod Nation Playing Guides

llamabeast isn't running with a W9N4 bless in Marmoset

You will have to keep guessing SlipperyJim.
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  #12  
Old November 30th, 2007, 12:27 PM
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SlipperyJim SlipperyJim is offline
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Default Re: Mod Nation Playing Guides

Quote:
Digress said:
llamabeast isn't running with a W9N4 bless in Marmoset

You will have to keep guessing SlipperyJim.
I never said he was. I simply said that I would probably run W9N4, because it would be different from my preferred F9N4 bless.

The llama-man is probably running something totally bizarre like B9A4. Then again, since I'm not playing in Marmoset, it's really none of my business.
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  #13  
Old October 8th, 2008, 05:15 PM
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Default Re: Mod Nation Playing Guides

maybe I will do an updated version of my Skaven guide and post it here but for now my old one is still here http://forum.shrapnelgames.com/showthread.php?t=38523 if anyone finds anything to horribly disagree about please let me know and when I do the updated version I will at least consider your suggestions.
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  #14  
Old October 8th, 2008, 06:31 PM

Aezeal Aezeal is offline
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Default Re: Mod Nation Playing Guides

Personally I think E9 is great for nearly all nations with decent sacred troops and sacred mages. THe reinvig on mages is so good end game that it's a same not to use it. The extra prot seems to be discarted here but I think it will actually be very very helpfull on any unit even heavily armoured ones.

My choice for UR would probably be E9 and then either W9 or S9 which are both good.

Is a triple bless possible EW and S 9 might give you very very strong sacreds might be worth to sacrifice even some prod scale here since you'd need much less troops.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #15  
Old October 10th, 2008, 11:39 PM
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Default Re: Mod Nation Playing Guides

Triple blesses are hard to ever make cost-effective. The only Pretender that really works with a triple bless is EA Mictlan's 'Smoking Mirror'. He starts with 3 paths-fire, blood, and death, all of which do nice things for Mictlan's sacreds.
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  #16  
Old October 11th, 2008, 05:21 AM

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Default Re: Mod Nation Playing Guides

I think you'd have to be nuts to use a F9B9D9 bless - you're making use of two weak blesses. A F9W9 would beat that pretty easily.

If you are talking triple blesses where they aren't 9s - there are loads of pretenders that can do that.
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  #17  
Old October 11th, 2008, 03:09 PM
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HoneyBadger HoneyBadger is offline
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Default Re: Mod Nation Playing Guides

I think I'd skip D9. It's pretty worthless, don't you think? especially with F9. So maybe F9, B9, D4-6, since Smoking Mirror starts with F, D, B. I don't think anyone starts with both F and W. Atleast, I can't think of a single Pretender, for any Nation, that does.
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  #18  
Old October 11th, 2008, 03:17 PM

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Default Re: Mod Nation Playing Guides

B9 is worse than D9. It's definitely the worst 9 bless by far.
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  #19  
Old October 12th, 2008, 02:32 AM

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Default Re: Mod Nation Playing Guides

I don't know how much I really like the fire 9 bless. An ap fire attack is nice and all, and can hit ethereals, but a 6 ap damage attack seperate from the base attack isn't really all that useful against heavily armored units. I think I would actually prefer blood for killing high prot units, because a relatively small damage increase can mean a world of difference when trying to hurt them.
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  #20  
Old October 12th, 2008, 02:45 AM
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Default Re: Mod Nation Playing Guides

That's something I never did figure out-what exactly does *death curse* do? It sounds pretty bad, like you don't want it to happen to you, or the hoburg next to you, but-mechanically speaking-why not?
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